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13 lines
298 B
Plaintext
13 lines
298 B
Plaintext
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uniform sampler2D texture;
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uniform sampler2D wave;
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uniform vec2 offset;
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void main()
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{
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vec2 texoffset = texture2D(wave, (gl_TexCoord[0].xy * offset).xy);
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texoffset -= vec2(0.5, 0.5);
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texoffset *= 0.05;
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gl_FragColor = texture2D(texture, gl_TexCoord[0].xy + texoffset) * gl_Color;
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}
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